Switch Theme:

Having my first WHFB battle for 12 years soon! WE vs WOC, tips appreciated.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Regular Dakkanaut





Leicester, UK

I'm running my Wood Elves and I'll be against Warriors of Chaos, but I'll be the first to admit I don't know how to build a decent list.

We're playing a game of 1500 points, and this is the list I've currently got:

Lords:
Treeman Ancient (Level 2 Wizard) with Strangleroots

Heroes:
Spellsinger (not sure what Lore to use)

Core:
12 Dryads
24 Glade Guard (with Starfire Shafts, full command)
8 Glade Riders (full command)

Special:
9 Wardancers

Rare:
Treeman with Strangleroots

Totals at 1498 points.

I'm thinking I'll use the Wardancers, Treeman and Dryads to keep my other units relatively free of combat and able to pelt the foe with long range attacks.

Since I'm a very *very* new player in terms of not just painting models, I'd really appreciate some advice.
Should I lose the Spellsinger in order to give the Glade Riders starfire shafts? What Lores would you recommend for my Treeman Ancient/Spellsinger?

I also have a number of units not being used in this list that you may think wise to include instead:
1 Spellsinger/weaver on Elven Steed
3 Treekin
1 Highborn
5 Wild Riders (includes the command units, unpainted unit)
8 Glade Riders (unassembled)
8 Old-school archers (unpainted)
1 Citadel Wood

I'd really appreciate your feedback so I can give my opponent an enjoyable game despite my noobishness! Many thanks, Dakkanauts.
Also did I post this in the wrong area? I think this should have been in Army Lists, sorry... can this be moved?

This message was edited 3 times. Last update was at 2014/08/18 08:51:27


   
Made in gb
Deva Functionary





Oookay. Well for a start, drop the Starfire shafts. Yes they're good against Chaos but you won't always the have the luxury of knowing your opponent in advance. In fact, for the most part Hagbane arrows are better (others have done the maths).
Treemen are a bit divisive in the community. Against stuff without cannons they should do well enough, but most folk prefer more arrow or (segway!) Wild Riders.

Wild Riders really are the bomb if you want woodies in close combat- they hit like a ton of bricks on the charge, though you've got to be careful with them as they're not something you want to get charged (or shot at).

While I love wardancers a lot of people don't rate them. Ignore those people. Killing blow is super useful, and they can nicely absorb a charge with 3++ ward saves. Dryads.... not so much. As a small unit they can hold stuff up, but they're just not as good as other choices. Dropping them will pretty much give you enough for the Wild Riders.

The glade riders I've not used myself. Again, they've split the community somewhat- some folk say the mandatory ambush ruins them as you can't guarantee when they turn up but other folk love them for their potential back field disruption- threatening rear charges, chaffing dangerous units and hunting war machines. Perhaps take 2 lots of 5?

As for the Spellsinger- Shadow is super fun for wood elves. If you can get the withering then your shooting gets soo much better.

Think that's everything- though you might also consider proxying some Waywatchers (old-school archers?) which, especially when combined with withering, can put the serious frighteners on Chaos Knights and the like.

Good luck!

Az
   
Made in gb
Regular Dakkanaut





Leicester, UK

Thanks a lot, I'll give my list some revision.

I didn't realise that the Riders had to be kept in reserve, looks like I need to read up a little more there! I should definitely consider assembling my other 8 for the options though, right?

I've thought about Waywatchers, never occured to me to proxy and the metal models were expensive, so I might try that idea, thanks!

I'll give my list some work based on your suggestions, thanks for the advice on the arows too. Can I choose the same arrow type for multiple units?

   
Made in gb
Deva Functionary





That's an issue that's been debated since the book came out- apparently some people think they count as magic items (as they are described as enchanted items) and are limited to the one per army rule, but I think that's barmey. They're unit upgrades not magic items. That can of worms aside, I'd chat with your opponent first to make sure he's ok with it.

As a side note, Trueflight arrows are a pretty solid choice against most armies, especially if you're playing on a board with lots of terrain. Guaranteed 3+ to hit is super useful! On Glade riders you can march 18" and hit with most of your shots!

I also meant to point out that you're probably better off splitting your GG into 2 units of 12, and dropping the standard and champion altogether. If you're in hand to hand combat with these guys, they're pretty much toast. It also means you can split your fire- essential for efficient chaff clearing.
   
Made in us
Superior Stormvermin





I think the simplest advice is have fun.
8th edition is a really great game and lots of fun, you have picked a great time to return.
Most lists have a chance against most others so unless you are playing against some very high skill levels or those that prefer mathhammer, both of you should have a good time.
   
Made in us
Fiery Bright Wizard






Idaho

hmm, well the tree people were nerfed, so i've been told, and the best advice i can give is keep calm and dakka on. because you ARE wood elves.

I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in gb
Regular Dakkanaut





Leicester, UK

Thanks guys, I was thinking about splitting my Glade Guard up into two units, I just need to make a couple of movement tray options since my current one is a 8x3 unit only. For units of 12, is a 6x2 formation ideal?

I'm looking forward to playing fantasy again, it's a little intimidating with all the rules to remember, so I've stuffed my Army Book with post-it notes so I don't have to keep referring to the main rulebook for certain things.

Am I right in thinking Glade Guard don't get a saving through because they're only wearing cloth? I'm used to 40K's statline Save statistic. It seems that Fantasy has much less emphasis on giving units a decent save through, is that right?

   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

You might want those 5 wild riders. They demolish WoC on the charge. And if you play them right, you can put a lot of pressure on your opponent, whilst keeping them safe.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in gb
Regular Dakkanaut





Leicester, UK

Is it worth picking up another box of Wild Riders and running two small units of 5 on each flank?

   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

 Bewareofthephil wrote:
Is it worth picking up another box of Wild Riders and running two small units of 5 on each flank?



Units of 5. And they are not flank units. Someone did the maths a while back. On the charge, a unit of 5 defeats 3 skullcrushers.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: